Hello TF2C Fans,
As you know, earlier in the year we were the target of an attack. This attack used previously unpatched vulnerabilities in the Source SDK 2013 Multiplayer Base to remotely execute code distributed by a malicious server claiming to be one of our playtest servers. Valve has since patched this exploit on the beta_test branch of the SDK base, but also created a glitch that causes servers to be rejected by the steam master server. Below is an email sent by our project lead to Eric S.
[QUOTE]“Hello,
I've originally written to you about this back in September, and I've also tried contacting other Valve employees about this, however nobody has given us any sort of response.
Currently, whenever you try to host a server on the Source 2013 Multiplayer Base (beta_test branch), the server will fail to register with the Steam master server, giving a "bad_version" reject error. This problem doesn't persist on the normal and upcoming branches, however those branches are unusable as they contain an exploit (which has been fixed on the beta_test branch) which lets people remotely execute whatever code they wish on any client's PC.
This is what entering the version command into the console returns on both the beta_test and upcoming branch.
[url]http://pastebin.com/v753dDHt[/url]
I'd also like to ask if it would be possible to remove the upcoming branch, and make the beta_test branch the default branch used by the base. This isn't necessary, however it'd prevent people from running into the previously mentioned exploit.
Thank you.”[/QUOTE]
We haven’t received any response on the issue. While it’s true that you can connect to servers manually by entering the IP, this is not a good solution for our game.[B]
Until Valve ships an update to the Source SDK 2013 Multiplayer Base to fix the bad_version error, we will not be able to ship any updates for Team Fortress 2 Classic.
[/B]
[QUOTE=OneFourth;48993977]While it’s true that you can connect to servers manually by entering the IP, this is not a good solution for our game.[B]
[/B][/QUOTE]
why not, for now at least, put up a page with a list of IPs on the tf2c website? its not like we don't know the connect command.
edit: i found this while google searching
[IMG]http://www.willsegerman.com/images/primary_shotgun.jpg[/IMG]
it was made for the polycount contest, and you may be able to contact the original creator, like you did you that assault rifle. i think it would fit the stock-style that tf2c is going for.
Needs some work, but the design is nice
[QUOTE=Gsilverleaf;48989820]Possibly. The model changing is actually better because skins are just 2D and could be difficult to notice, while models replace the whole thing which is easily differentiable. The other team could be Aliens, Polygons or anything in that matter.[/QUOTE]
Something like this?
[t]http://41.media.tumblr.com/ec9976cbb30f1ec4b9db8e982089c798/tumblr_n4r8tlszGn1stsn86o2_r1_500h.jpg[/t]
(C) [url=http://project-team-ylo.tumblr.com/page/2]Project Team YLO[/url]
or just display the team logo above the players heads (Like VALVe did in DOD:S). Since every team logo got a unique shape it shouldn't be to hard to identify the teams.
someone thinking about playermodeled hazmat combinaison for pyro ?
[thumb]https://wiki.teamfortress.com/w/images/0/0d/CTF_2Fort_Invasion_SpiralEntrance.png?t=20151008014938[/thumb]
Do controllers not work or am I doing something wrong? can some of you guys test your controllers.
[QUOTE=Moonrat;48984902]In 4 team modes, you can only disguise as one of the enemy teams. There are 4 to choose from. If they disguise for the team you're on, then they're white. If they don't then they are colored black.[/QUOTE]
But, how do u know the color of the enemy team? For instance, how do you blend in with the red team? You can't see what color they are, because they are all black :v
[QUOTE='[Brn];48997674']But, how do u know the color of the enemy team? For instance, how do you blend in with the red team? You can't see what color they are, because they are all black :v[/QUOTE]
Racist.
(Dumb Post)
[video=youtube;AMejFTgzGMk]https://www.youtube.com/watch?v=AMejFTgzGMk[/video]
here is this
also
at 3:51 i think he showed something he wasn't meant to.
Really hope Valve responds soon. I hate to see us trash the project.
[QUOTE=chowder908;48999083]Really hope Valve responds soon. I hate to see us trash the project.[/QUOTE]
I dont think it would get trashed just postponed, maybe ported to source 2 when its out
thats if this doesnt get fixed
Can't the mod be ported to alien swarm code ??
[QUOTE=taz0;48999315]Can't the mod be ported to alien swarm code ??[/QUOTE]
Asw has no reliable first person base code iirc
I've just had 2 ideas for DM.
1.When you Dominate someone or get a revenge, depending on the weapon you hold, the Merc will perform a gesture such as the middle-finger or a thumb down (Both in world and view model) while saying something like:
"Outta my way, shrimp!"
"You're out!"
"Get lost, punk!"
2. More 1st/2nd/3rd place animations. The merc at 1st place would perform a gesture or a dance to insult other Mercs. Such as, performing the "Up yours" gesture, turn around and then he will rise both his hands up. In a rare moment one of the mercs who got 2nd or 3rd place would silently say something like "Just wait till I get you..." and in some rare ocassion a gesture to it ("I See You" gesture while saying "I'll be watching for you now.")
[QUOTE=OneFourth;48999710]Asw has no reliable first person base code iirc[/QUOTE]
Does it? I thought it has (almost) same shared game code as other Source branches.
Any reason why this is called Team Fortress 2: Classic?
I just found this mod, and wondered if you guys were trying to imitate classic (2007) Team Fortress or are you just making this your own thing now?
On the problem of the master server, why not just emulate it? There are open source valve master server emulators.
[url]https://github.com/Stolenko/Masterserver[/url]
[QUOTE=dialtone;49000676]Any reason why this is called Team Fortress 2: Classic?
I just found this mod, and wondered if you guys were trying to imitate classic (2007) Team Fortress or are you just making this your own thing now?[/QUOTE]
the gole of the mod is to bring back the artstyle that valve abandoned not long after launch(the 1960 spytech style) while also ading new mechanics such as a deathmatch mode inspired by games like quake, a trouble in terrorist town like gamemode, along with new and scraped weapond such as a hunting rifle for sniper and a nailgun for scout.
Does the Mercenary viewmodel use any helper bones? I noticed he has a lot of twisted shit and its annoying to see it. Medic and Pyro have the same problem, so I guess that's a bug report.
Does this have active servers?
[QUOTE=Mikenopa;49001646]Does this have active servers?[/QUOTE]
Unfortunately, no. If you read what OneFourth said, there is something wrong with servers right now.
[QUOTE=Moonrat;48996810]Do controllers not work or am I doing something wrong? can some of you guys test your controllers.[/QUOTE]
You have to go to options in TF2:C by clicking the wrench on the options bar, not the options button itself. There is a checkbox that you have to click enabling gamepads.
[QUOTE=Trittyburd;49002532]You have to go to options in TF2:C by clicking the wrench on the options bar, not the options button itself. There is a checkbox that you have to click enabling gamepads.[/QUOTE]
I did, I even tried mapping the buttons to various things but I got nothing. And the gamepad works, I tested it on some other games.
[QUOTE=Gsilverleaf;49001253]Does the Mercenary viewmodel use any helper bones? I noticed he has a lot of twisted shit and its annoying to see it. Medic and Pyro have the same problem, so I guess that's a bug report.[/QUOTE]
One of the biggest offenders is that he just uses the other classes' viewmodel animations, causing weird model warping due to the different bone structures of the different classes.
hi
[video=youtube;lEvcfbAI84s]https://www.youtube.com/watch?v=lEvcfbAI84s[/video]
harpoon gun
needs work on transitions between draw > idle and reload > idle but i think it's ok
Way too floaty and over dramatic.
[QUOTE=Frying Dutchman;49002904]Way too floaty and over dramatic.[/QUOTE]
could you specify where it feels floaty/dramatic? i know the draw might look odd now that you mention it (i wasn't sure about how to approach it without having a boring start>end point sequence) but where else do you think it needs changes?
-snip- wrong reply
So sad to see that Valves laziness has stopped this mod dead in its tracks. I personally, have no faith in Valve anymore. Just when you think they are still a pal, you find out they're anything but.
[QUOTE=Valkyrie121;49000707]On the problem of the master server, why not just emulate it? There are open source valve master server emulators.
[url]https://github.com/Stolenko/Masterserver[/url][/QUOTE]
I've had a few talks with Daniel about this (or atleast making our own). I know it's not hard to make (as I've made my own stuff like this before). Last we spoke about it we haven't found a way to manually set the master server which I think was possible in earlier engines (if memory serves).
I've been checking my emails pretty much every hour waiting for a response from our contact in Valve.
All news Valve related seems pretty thin this week. :frown:
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